Methods, Apparatuses And Systems for Multilayer Gaming

ABSTRACT

A gaming method includes displaying an image of a multilayer game including a plurality of layers, each layer having at least one plane with at least one symbol position in which at least one symbol is disposed, at least two layers of the plurality of layers being displayed such that the planes of the at least two layers are not coplanar, and at least one layer of the at least two layers having a plurality of symbol positions in which a plurality of symbols are disposed. The method also includes determining a game outcome associated with the plurality of symbols disposed in the plurality of symbols positions of the at least one layer, and a multilayer game outcome associated with at least one symbol in each of the at least one symbol positions of the at least two layers. Gaming apparatuses and gaming systems are also provided.

CROSS-REFERENCE TO RELATED APPLICATION

This application is a continuation-in-part of U.S. patent applicationSer. No. 09/966,851, filed Sep. 28, 2001, which is hereby incorporatedby reference in its entirety.

BACKGROUND

This disclosure is directed to methods, apparatuses, and systems formultilayer gaming, and, in particular, to methods, apparatuses, andsystems for multiple layers interacting with each other.

To maintain or increase player interest in electronic casino games, gamemanufacturers frequently introduce new games. Typically, new gamesemploy new themes (e.g., a jungle themed video slot machine) and/or newplayer pay out options (e.g., threaded paylines on a video slotmachine). New player pay out options are desirable because they give theplayer more control and flexibility over his gaming environment. Inaddition, an increased number of payout options increases the variety ofodds available to a player. For example, increasing the number ofsymbols which much match on a video slot machine from three to fiveallows game designers to create decreased odds and increased payouts.However, current electronic casino games suffer from a lack of new gametypes, new display modes, and new win evaluation methods.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram of an embodiment of a gaming system inaccordance with the invention;

FIG. 2 is a perspective view of an embodiment of one of the gaming unitsshown schematically in FIG. 1;

FIG. 2A illustrates an embodiment of a control panel for a gaming unit;

FIG. 3 is a block diagram of the electronic components of the gamingunit of FIG. 2;

FIG. 4 is a flowchart of an embodiment of a main routine that may beperformed during operation of one or more of the gaming units;

FIG. 5 is a flowchart of an alternative embodiment of a main routinethat may be performed during operation of one or more of the gamingunits;

FIG. 6 is an illustration of an embodiment of a visual display that maybe displayed during performance of the video poker routine of FIG. 8;

FIG. 7 is an illustration of an embodiment of a visual display that maybe displayed during performance of the video blackjack routine of FIG.9;

FIG. 8 is a flowchart of an embodiment of a video poker routine that maybe performed by one or more of the gaming units;

FIG. 9 is a flowchart of an embodiment of a video blackjack routine thatmay be performed by one or more of the gaming units;

FIG. 10 is an illustration of an embodiment of a visual display that maybe displayed during performance of the slots routine of FIG. 12;

FIG. 11 is an illustration of an embodiment of a visual display that maybe displayed during performance of the video keno routine of FIG. 13;

FIG. 12 is a flowchart of an embodiment of a slots routine that may beperformed by one or more of the gaming units;

FIG. 13 is a flowchart of an embodiment of a video keno routine that maybe performed by one or more of the gaming units;

FIG. 14 is an illustration of an embodiment of a visual display that maybe displayed during performance of the video bingo routine of FIG. 15;

FIG. 15 is a flowchart of an embodiment of a video bingo routine thatmay be performed by one or more of the gaming units;

FIG. 16 is an illustration of an embodiment of a visual display that maybe displayed according to an embodiment of a multilayer game;

FIG. 17 is an illustration of an embodiment of a visual display that maybe displayed according to another embodiment of a multilayer game;

FIG. 18 is an illustration of an embodiment of a visual display that maybe displayed according to an additional embodiment of a multilayer game;

FIG. 19 is an illustration of an embodiment of a visual display that maybe displayed according to a further embodiment of a multilayer game;

FIG. 20 is an illustration of an embodiment of a visual display that maybe displayed according to a still further embodiment of a multilayergame;

FIG. 21 is an illustration of an embodiment of another visual displaythat may be displayed relative to the embodiment of the multilayer gameof FIG. 20;

FIG. 22 is an illustration of an embodiment of a further visual displaythat may be displayed relative to the embodiment of the multilayer gameof FIG. 20;

FIG. 23 is an illustration of an embodiment of a visual display that maybe displayed in the alternative to the embodiment of the visual displayof FIG. 18;

FIG. 24 is a flowchart of an embodiment of a method for playing amultilayer game;

FIG. 25 is a flowchart of another embodiment of a method for playing amultilayer game;

FIG. 26 is a flowchart of an embodiment of a method useful in the methodof playing a multilayer game of FIG. 25;

FIG. 27 is a symbolic diagram illustrating an exemplarythree-dimensional play mode displaying a three of a kind win completelyin the “Z” dimension;

FIG. 28 is symbolic diagram illustrating an exemplary three-dimensionalplay mode where a player customizes game play by covering one or morereel positions with transparent selectors by dragging the selectors fromthe side of the game display;

FIG. 29 is a more detailed flowchart of the “update 3D data” routine ofFIG. 12;

FIG. 30 is a more detailed flowchart of the “determined payout” routineof FIG. 12;

FIG. 31 is an exemplary pay table that may be used by one or more of thegaming units for win evaluation processing;

FIG. 32 is an exemplary reel strip layout that may be used by one ormore of the gaming units for win evaluation processing;

FIG. 33 is a flowchart of an embodiment of an individual layer winvaluation routine that may be performed by one or more of the gamingunits;

FIG. 34 is a symbolic diagram illustrating an exemplarythree-dimensional play mode where a traditional 3×5 reel layout isextended to 3×10 layout by adding one “Z” layer;

FIG. 35 is a symbolic diagram illustrating an exemplarythree-dimensional play mode displaying a three of a kind scatter win onthe base layer with four additional scatters on the “Z” layer; and

FIG. 36 is a symbolic diagram illustrating an exemplarythree-dimensional play mode including additional win evaluation methods.

DETAILED DESCRIPTION OF VARIOUS EMBODIMENTS

Although the following text sets forth a detailed description ofdifferent embodiments of the invention, it should be understood that thelegal scope of the invention is defined by the words of the claims setforth at the end of this patent. The detailed description is to beconstrued as exemplary only and does not describe every possibleembodiment of the invention since describing every possible embodimentwould be impractical, if not impossible. Numerous alternativeembodiments could be implemented, using either current technology ortechnology developed after the filing date of this patent, which wouldstill fall within the scope of the claims defining the invention.

It should also be understood that, unless a term is expressly defined inthis patent using the sentence “As used herein, the term ‘______’ ishereby defined to mean . . . ” or a similar sentence, there is no intentto limit the meaning of that term, either expressly or by implication,beyond its plain or ordinary meaning, and such term should not beinterpreted to be limited in scope based on any statement made in anysection of this patent (other than the language of the claims). To theextent that any term recited in the claims at the end of this patent isreferred to in this patent in a manner consistent with a single meaning,that is done for sake of clarity only so as to not confuse the reader,and it is not intended that such claim term be limited, by implicationor otherwise, to that single meaning. Finally, unless a claim element isdefined by reciting the word “means” and a function without the recitalof any structure, it is not intended that the scope of any claim elementbe interpreted based on the application of 35 U.S.C. §112, sixthparagraph.

FIG. 1 illustrates an embodiment of a casino gaming system 10 inaccordance with the invention. Referring to FIG. 1, the casino gamingsystem 10 may include a first group or network 12 of casino gaming units20 operatively coupled to a network computer 22 via a network data linkor bus 24. The casino gaming system 10 may include a second group ornetwork 26 of casino gaming units 30 operatively coupled to a networkcomputer 32 via a network data link or bus 34. The first and secondgaming networks 12, 26 may be operatively coupled to each other via anetwork 40, which may comprise, for example, the Internet, a wide areanetwork (WAN), or a local area network (LAN) via a first network link 42and a second network link 44.

The first network 12 of gaming units 20 may be provided in a firstcasino, and the second network 26 of gaming units 30 may be provided ina second casino located in a separate geographic location than the firstcasino. For example, the two casinos may be located in different areasof the same city, or they may be located in different states. Thenetwork 40 may include a plurality of network computers or servercomputers (not shown), each of which may be operatively interconnected.Where the network 40 comprises the Internet, data communication may takeplace over the communication links 42, 44 via an Internet communicationprotocol.

The network computer 22 may be a server computer and may be used toaccumulate and analyze data relating to the operation of the gamingunits 20. For example, the network computer 22 may continuously receivedata from each of the gaming units 20 indicative of the dollar amountand number of wagers being made on each of the gaming units 20, dataindicative of how much each of the gaming units 20 is paying out inwinnings, data regarding the identity and gaming habits of playersplaying each of the gaming units 20, etc. The network computer 32 may bea server computer and may be used to perform the same or differentfunctions in relation to the gaming units 30 as the network computer 22described above.

Although each network 12, 26 is shown to include one network computer22, 32 and four gaming units 20, 30, it should be understood thatdifferent numbers of computers and gaming units may be utilized. Forexample, the network 12 may include a plurality of network computers 22and tens or hundreds of gaming units 20, all of which may beinterconnected via the data link 24. The data link 24 may provided as adedicated hardwired link or a wireless link. Although the data link 24is shown as a single data link 24, the data link 24 may comprisemultiple data links.

FIG. 2 is a perspective view of one possible embodiment of one or moreof the gaming units 20. Although the following description addresses thedesign of the gaming units 20, it should be understood that the gamingunits 30 may have the same design as the gaming units 20 describedbelow. It should be understood that the design of one or more of thegaming units 20 may be different than the design of other gaming units20, and that the design of one or more of the gaming units 30 may bedifferent than the design of other gaming units 30. Each gaming unit 20may be any type of casino gaming unit and may have various differentstructures and methods of operation. For exemplary purposes, variousdesigns of the gaming units 20 are described below, but it should beunderstood that numerous other designs may be utilized.

Referring to FIG. 2, the casino gaming unit 20 may include a housing orcabinet 50 and one or more input devices, which may include a coin slotor acceptor 52, a paper currency acceptor 54, a ticket reader/printer 56and a card reader 58, which may be used to input value to the gamingunit 20. A value input device may include any device that can acceptvalue from a customer. As used herein, the term “value” may encompassgaming tokens, coins, paper currency, ticket vouchers, credit or debitcards, and any other object representative of value.

If provided on the gaming unit 20, the ticket reader/printer 56 may beused to read and/or print or otherwise encode ticket vouchers 60. Theticket vouchers 60 may be composed of paper or another printable orencodable material and may have one or more of the followinginformational items printed or encoded thereon: the casino name, thetype of ticket voucher, a validation number, a bar code with controland/or security data, the date and time of issuance of the ticketvoucher, redemption instructions and restrictions, a description of anaward, and any other information that may be necessary or desirable.Different types of ticket vouchers 60 could be used, such as bonusticket vouchers, cash-redemption ticket vouchers, casino chip ticketvouchers, extra game play ticket vouchers, merchandise ticket vouchers,restaurant ticket vouchers, show ticket vouchers, etc. The ticketvouchers 60 could be printed with an optically readable material such asink, or data on the ticket vouchers 60 could be magnetically encoded.The ticket reader/printer 56 may be provided with the ability to bothread and print ticket vouchers 60, or it may be provided with theability to only read or only print or encode ticket vouchers 60. In thelatter case, for example, some of the gaming units 20 may have ticketprinters 56 that may be used to print ticket vouchers 60, which couldthen be used by a player in other gaming units 20 that have ticketreaders 56.

If provided, the card reader 58 may include any type of card readingdevice, such as a magnetic card reader or an optical card reader, andmay be used to read data from a card offered by a player, such as acredit card or a player tracking card. If provided for player trackingpurposes, the card reader 58 may be used to read data from, and/or writedata to, player tracking cards that are capable of storing datarepresenting the identity of a player, the identity of a casino, theplayer's gaming habits, etc.

The gaming unit 20 may include one or more audio speakers 62, a coinpayout tray 64, an input control panel 66, and a color video displayunit 70 for displaying images relating to the game or games provided bythe gaming unit 20. The audio speakers 62 may generate audiorepresenting sounds such as the noise of spinning slot machine reels, adealer's voice, music, announcements or any other audio related to acasino game. The input control panel 66 may be provided with a pluralityof pushbuttons or touch-sensitive areas that may be pressed by a playerto select games, make wagers, make gaming decisions, etc.

FIG. 2A illustrates one possible embodiment of the control panel 66,which may be used where the gaming unit 20 is a slot machine having aplurality of mechanical or “virtual” reels. Referring to FIG. 2A, thecontrol panel 66 may include a “See Pays” button 72 that, whenactivated, causes the display unit 70 to generate one or more displayscreens showing the odds or payout information for the game or gamesprovided by the gaming unit 20. As used herein, the term “button” isintended to encompass any device that allows a player to make an input,such as an input device that must be depressed to make an inputselection or a display area that a player may simply touch. The controlpanel 66 may include a “Cash Out” button 74 that may be activated when aplayer decides to terminate play on the gaming unit 20, in which casethe gaming unit 20 may return value to the player, such as by returninga number of coins to the player via the payout tray 64.

If the gaming unit 20 provides a slots game having a plurality of reelsand a plurality of paylines which define winning combinations of reelsymbols, the control panel 66 may be provided with a plurality ofselection buttons 76, each of which allows the player to select adifferent number of paylines prior to spinning the reels. For example,five buttons 76 may be provided, each of which may allow a player toselect one, three, five, seven or nine paylines.

If the gaming unit 20 provides a slots game having a plurality of reels,the control panel 66 may be provided with a plurality of selectionbuttons 78 each of which allows a player to specify a wager amount foreach payline selected. For example, if the smallest wager accepted bythe gaming unit 20 is a quarter ($0.25), the gaming unit 20 may beprovided with five selection buttons 78, each of which may allow aplayer to select one, two, three, four or five quarters to wager foreach payline selected. In that case, if a player were to activate the“5” button 76 (meaning that five paylines were to be played on the nextspin of the reels) and then activate the “3” button 78 (meaning thatthree coins per payline were to be wagered), the total wager would be$3.75 (assuming the minimum bet was $0.25).

The control panel 66 may include a “Max Bet” button 80 to allow a playerto make the maximum wager allowable for a game. In the above example,where up to nine paylines were provided and up to five quarters could bewagered for each payline selected, the maximum wager would be 45quarters, or $11.25. The control panel 66 may include a spin button 82to allow the player to initiate spinning of the reels of a slots gameafter a wager has been made.

In FIG. 2A, a rectangle is shown around the buttons 72, 74, 76, 78, 80,82. It should be understood that that rectangle simply designates, forease of reference, an area in which the buttons 72, 74, 76, 78, 80, 82may be located. Consequently, the term “control panel” should not beconstrued to imply that a panel or plate separate from the housing 50 ofthe gaming unit 20 is required, and the term “control panel” mayencompass a plurality or grouping of player activatable buttons.

Although one possible control panel 66 is described above, it should beunderstood that different buttons could be utilized in the control panel66, and that the particular buttons used may depend on the game or gamesthat could be played on the gaming unit 20. Although the control panel66 is shown to be separate from the display unit 70, it should beunderstood that the control panel 66 could be generated by the displayunit 70. In that case, each of the buttons of the control panel 66 couldbe a colored area generated by the display unit 70, and some type ofmechanism may be associated with the display unit 70 to detect when eachof the buttons was touched, such as a touch-sensitive screen.

Gaming Unit Electronics

FIG. 3 is a block diagram of a number of components that may beincorporated in the gaming unit 20. Referring to FIG. 3, the gaming unit20 may include a controller 100 that may comprise a program memory 102,a microcontroller or microprocessor (MP) 104, a random-access memory(RAM) 106 and an input/output (I/O) circuit 108, all of which may beinterconnected via an address/data bus 110. It should be appreciatedthat although only one microprocessor 104 is shown, the controller 100may include multiple microprocessors 104. Similarly, the memory of thecontroller 100 may include multiple RAMs 106 and multiple programmemories 102. Although the I/O circuit 108 is shown as a single block,it should be appreciated that the I/O circuit 108 may include a numberof different types of I/O circuits. The RAM(s) 106 and program memories102 may be implemented as semiconductor memories, magnetically readablememories, and/or optically readable memories, for example.

FIG. 3 illustrates that the control panel 66, the coin acceptor 52, thebill acceptor 54, the card reader 58 and the ticket reader/printer 56may be operatively coupled to the I/O circuit 108, each of thosecomponents being so coupled by either a unidirectional or bidirectional,single-line or multiple-line data link, which may depend on the designof the component that is used. The speaker(s) 62 may be operativelycoupled to a sound circuit 112, that may comprise a voice- andsound-synthesis circuit or that may comprise a driver circuit. Thesound-generating circuit 112 may be coupled to the I/O circuit 108.

As shown in FIG. 3, the components 52, 54, 56, 58, 66, 112 may beconnected to the I/O circuit 108 via a respective direct line orconductor. Different connection schemes could be used. For example, oneor more of the components shown in FIG. 3 may be connected to the I/Ocircuit 108 via a common bus or other data link that is shared by anumber of components. Furthermore, some of the components may bedirectly connected to the microprocessor 104 without passing through theI/O circuit 108.

Overall Operation of Gaming Unit

One manner in which one or more of the gaming units 20 (and one or moreof the gaming units 30) may operate is described below in connectionwith a number of flowcharts which represent a number of portions orroutines of one or more computer programs, which may be stored in one ormore of the memories of the controller 100. The computer program(s) orportions thereof may be stored remotely, outside of the gaming unit 20,and may control the operation of the gaming unit 20 from a remotelocation. Such remote control may be facilitated with the use of awireless connection, or by an Internet interface that connects thegaming unit 20 with a remote computer (such as one of the networkcomputers 22, 32) having a memory in which the computer program portionsare stored. The computer program portions may be written in any highlevel language such as C, C+, C++ or the like or any low-level, assemblyor machine language. By storing the computer program portions therein,various portions of the memories 102, 106 are physically and/orstructurally configured in accordance with computer programinstructions.

FIG. 4 is a flowchart of a main operating routine 200 that may be storedin the memory of the controller 100. Referring to FIG. 4, the mainroutine 200 may begin operation at block 202 during which an attractionsequence may be performed in an attempt to induce a potential player ina casino to play the gaming unit 20. The attraction sequence may beperformed by displaying one or more video images on the display unit 70and/or causing one or more sound segments, such as voice or music, to begenerated via the speakers 62. The attraction sequence may include ascrolling list of games that may be played on the gaming unit 20 and/orvideo images of various games being played, such as video poker, videoblackjack, video slots, video keno, video bingo, etc.

During performance of the attraction sequence, if a potential playermakes any input to the gaming unit 20 as determined at block 204, theattraction sequence may be terminated and a game-selection display maybe generated on the display unit 70 at block 206 to allow the player toselect a game available on the gaming unit 20. The gaming unit 20 maydetect an input at block 204 in various ways. For example, the gamingunit 20 could detect if the player presses any button on the gaming unit20; the gaming unit 20 could determine if the player deposited one ormore coins into the gaming unit 20; the gaming unit 20 could determineif player deposited paper currency into the gaming unit; etc.

The game-selection display generated at block 206 may include, forexample, a list of video games that may be played on the gaming unit 20and/or a visual message to prompt the player to deposit value into thegaming unit 20. While the game-selection display is generated, thegaming unit 20 may wait for the player to make a game selection. Uponselection of one of the games by the player as determined at block 208,the controller 100 may cause one of a number of game routines to beperformed to allow the selected game to be played. For example, the gameroutines could include a video poker routine 210, a video blackjackroutine 220, a slots routine 230, a video keno routine 240, and a videobingo routine 250. At block 208, if no game selection is made within agiven period of time, the operation may branch back to block 202.

After one of the routines 210, 220, 230, 240, 250 has been performed toallow the player to play one of the games, block 260 may be utilized todetermine whether the player wishes to terminate play on the gaming unit20 or to select another game. If the player wishes to stop playing thegaming unit 20, which wish may be expressed, for example, by selecting a“Cash Out” button, the controller 100 may dispense value to the playerat block 262 based on the outcome of the game(s) played by the player.The operation may then return to block 202. If the player did not wishto quit as determined at block 260, the routine may return to block 208where the game-selection display may again be generated to allow theplayer to select another game.

It should be noted that although five gaming routines are shown in FIG.4, a different number of routines could be included to allow play of adifferent number of games. The gaming unit 20 may also be programmed toallow play of different games.

FIG. 5 is a flowchart of an alternative main operating routine 300 thatmay be stored in the memory of the controller 100. The main routine 300may be utilized for gaming units 20 that are designed to allow play ofonly a single game or single type of game. Referring to FIG. 5, the mainroutine 300 may begin operation at block 302 during which an attractionsequence may be performed in an attempt to induce a potential player ina casino to play the gaming unit 20. The attraction sequence may beperformed by displaying one or more video images on the display unit 70and/or causing one or more sound segments, such as voice or music, to begenerated via the speakers 62.

During performance of the attraction sequence, if a potential playermakes any input to the gaming unit 20 as determined at block 304, theattraction sequence may be terminated and a game display may begenerated on the display unit 70 at block 306. The game displaygenerated at block 306 may include, for example, an image of the casinogame that may be played on the gaming unit 20 and/or a visual message toprompt the player to deposit value into the gaming unit 20. At block308, the gaming unit 20 may determine if the player requestedinformation concerning the game, in which case the requested informationmay be displayed at block 310. Block 312 may be used to determine if theplayer requested initiation of a game, in which case a game routine 320may be performed. The game routine 320 could be any one of the gameroutines disclosed herein, such as one of the five game routines 210,220, 230, 240, 250, or another game routine.

After the routine 320 has been performed to allow the player to play thegame, block 322 may be utilized to determine whether the player wishesto terminate play on the gaming unit 20. If the player wishes to stopplaying the gaming unit 20, which wish may be expressed, for example, byselecting a “Cash Out” button, the controller 100 may dispense value tothe player at block 324 based on the outcome of the game(s) played bythe player. The operation may then return to block 302. If the playerdid not wish to quit as determined at block 322, the operation mayreturn to block 308.

Video Poker

FIG. 6 is an exemplary display 350 that may be shown on the display unit70 during performance of the video poker routine 210 shown schematicallyin FIG. 4. Referring to FIG. 6, the display 350 may include video images352 of a plurality of playing cards representing the player's hand, suchas five cards. To allow the player to control the play of the videopoker game, a plurality of player-selectable buttons may be displayed.The buttons may include a “Hold” button 354 disposed directly below eachof the playing card images 352, a “Cash Out” button 356, a “See Pays”button 358, a “Bet One Credit” button 360, a “Bet Max Credits” button362, and a “Deal/Draw” button 364. The display 350 may also include anarea 366 in which the number of remaining credits or value is displayed.If the display unit 70 is provided with a touch-sensitive screen, thebuttons 354, 356, 358, 360, 362, 364 may form part of the video display350. Alternatively, one or more of those buttons may be provided as partof a control panel that is provided separately from the display unit 70.

FIG. 8 is a flowchart of the video poker routine 210 shown schematicallyin FIG. 4. Referring to FIG. 8, at block 370, the routine may determinewhether the player has requested payout information, such as byactivating the “See Pays” button 358, in which case at block 372 theroutine may cause one or more pay tables to be displayed on the displayunit 70. At block 374, the routine may determine whether the player hasmade a bet, such as by pressing the “Bet One Credit” button 360, inwhich case at block 376 bet data corresponding to the bet made by theplayer may be stored in the memory of the controller 100. At block 378,the routine may determine whether the player has pressed the “Bet MaxCredits” button 362, in which case at block 380 bet data correspondingto the maximum allowable bet may be stored in the memory of thecontroller 100.

At block 382, the routine may determine if the player desires a new handto be dealt, which may be determined by detecting if the “Deal/Draw”button 364 was activated after a wager was made. In that case, at block384 a video poker hand may be “dealt” by causing the display unit 70 togenerate the playing card images 352. After the hand is dealt, at block386 the routine may determine if any of the “Hold” buttons 354 have beenactivated by the player, in which case data regarding which of theplaying card images 352 are to be “held” may be stored in the controller100 at block 388. If the “Deal/Draw” button 364 is activated again asdetermined at block 390, each of the playing card images 352 that wasnot “held” may be caused to disappear from the video display 350 and tobe replaced by a new, randomly selected, playing card image 352 at block392.

At block 394, the routine may determine whether the poker handrepresented by the playing card images 352 currently displayed is awinner. That determination may be made by comparing data representingthe currently displayed poker hand with data representing all possiblewinning hands, which may be stored in the memory of the controller 100.If there is a winning hand, a payout value corresponding to the winninghand may be determined at block 396. At block 398, the player'scumulative value or number of credits may be updated by subtracting thebet made by the player and adding, if the hand was a winner, the payoutvalue determined at block 396. The cumulative value or number of creditsmay also be displayed in the display area 366 (FIG. 6).

Although the video poker routine 210 is described above in connectionwith a single poker hand of five cards, the routine 210 may be modifiedto allow other versions of poker to be played. For example, seven cardpoker may be played, or stud poker may be played. Alternatively,multiple poker hands may be simultaneously played. In that case, thegame may begin by dealing a single poker hand, and the player may beallowed to hold certain cards. After deciding which cards to hold, theheld cards may be duplicated in a plurality of different poker hands,with the remaining cards for each of those poker hands being randomlydetermined.

Video Blackjack

FIG. 7 is an exemplary display 400 that may be shown on the display unit70 during performance of the video blackjack routine 220 shownschematically in FIG. 4. Referring to FIG. 7, the display 400 mayinclude video images 402 of a pair of playing cards representing adealer's hand, with one of the cards shown face up and the other cardbeing shown face down, and video images 404 of a pair of playing cardsrepresenting a player's hand, with both the cards shown face up. The“dealer” may be the gaming unit 20.

To allow the player to control the play of the video blackjack game, aplurality of player-selectable buttons may be displayed. The buttons mayinclude a “Cash Out” button 406, a “See Pays” button 408, a “Stay”button 410, a “Hit” button 412, a “Bet One Credit” button 414, and a“Bet Max Credits” button 416. The display 400 may also include an area418 in which the number of remaining credits or value is displayed. Ifthe display unit 70 is provided with a touch-sensitive screen, thebuttons 406, 408, 410, 412, 414, 416 may form part of the video display400. Alternatively, one or more of those buttons may be provided as partof a control panel that is provided separately from the display unit 70.

FIG. 9 is a flowchart of the video blackjack routine 220 shownschematically in FIG. 4. Referring to FIG. 9, the video blackjackroutine 220 may begin at block 420 where it may determine whether a bethas been made by the player. That may be determined, for example, bydetecting the activation of either the “Bet One Credit” button 414 orthe “Bet Max Credits” button 416. At block 422, bet data correspondingto the bet made at block 420 may be stored in the memory of thecontroller 100. At block 424, a dealer's hand and a player's hand may be“dealt” by making the playing card images 402, 404 appear on the displayunit 70.

At block 426, the player may be allowed to be “hit,” in which case atblock 428 another card will be dealt to the player's hand by makinganother playing card image 404 appear in the display 400. If the playeris hit, block 430 may determine if the player has “bust,” or exceeded21. If the player has not bust, blocks 426 and 428 may be performedagain to allow the player to be hit again.

If the player decides not to hit, at block 432 the routine may determinewhether the dealer should be hit. Whether the dealer hits may bedetermined in accordance with predetermined rules, such as the dealeralways hit if the dealer's hand totals 15 or less. If the dealer hits,at block 434 the dealer's hand may be dealt another card by makinganother playing card image 402 appear in the display 400. At block 436the routine may determine whether the dealer has bust. If the dealer hasnot bust, blocks 432, 434 may be performed again to allow the dealer tobe hit again.

If the dealer does not hit, at block 436 the outcome of the blackjackgame and a corresponding payout may be determined based on, for example,whether the player or the dealer has the higher hand that does notexceed 21. If the player has a winning hand, a payout valuecorresponding to the winning hand may be determined at block 440. Atblock 442, the player's cumulative value or number of credits may beupdated by subtracting the bet made by the player and adding, if theplayer won, the payout value determined at block 396. The cumulativevalue or number of credits may also be displayed in the display area 418(FIG. 7).

Slots

FIG. 10 is an exemplary display 450 that may be shown on the displayunit 70 during performance of the slots routine 230 shown schematicallyin FIG. 4. Referring to FIG. 10, the display 450 may include videoimages 452 of a plurality of slot machine reels, each of the reelshaving a plurality of reel symbols 454 associated therewith. Althoughthe display 450 shows ten reel images 452 on two geometric planes, eachof which may have three reel symbols 454 that are visible at a time,other reel configurations could be utilized. In particular, additionalthree-dimensional reel configurations may be used as described in detailbelow.

To allow the player to control the play of the slots game, a pluralityof player-selectable buttons may be displayed. The buttons may include a“Cash Out” button 456, a “See Pays” button 458, a plurality ofpayline-selection buttons 460 each of which allows the player to selecta different number of paylines prior to “spinning” the reels, aplurality of bet-selection buttons 462 each of which allows a player tospecify a wager amount for each payline selected, a “Spin” button 464, a“Max Bet” button 466 to allow a player to make the maximum wagerallowable, and a “3D Options” button 467

FIG. 12 is a flowchart of the slots routine 230 shown schematically inFIG. 10. Referring to FIG. 12, at block 470, the routine may determinewhether the player has requested payout information, such as byactivating the “See Pays” button 458, in which case at block 472 theroutine may cause one or more pay tables to be displayed on the displayunit 70. At block 474, the routine may determine whether the player haspressed one of the payline-selection buttons 460, in which case at block476 data corresponding to the number of paylines selected by the playermay be stored in the memory of the controller 100. At block 478, theroutine may determine whether the player has pressed one of thebet-selection buttons 462, in which case at block 480 data correspondingto the amount bet per payline may be stored in the memory of thecontroller 100. At block 482, the routine may determine whether theplayer has pressed the “Max Bet” button 466, in which case at block 484bet data (which may include both payline data and bet-per-payline data)corresponding to the maximum allowable bet may be stored in the memoryof the controller 100. At block 483, the routine may determine whetherthe player has pressed the “3D options” button 467, in which case atblock 485 the routine may cause 3D data to be stored in the memory ofthe controller 100. As discussed below, selection of the “3D options”button 467 may allow further player interaction for selectingthree-dimensional options such as how many play layers to include in thegame, which three-dimensional positions are “staked,” which gameevaluation methods to use, and/or which three-dimensional display modesto use.

If the “Spin” button 464 has been activated by the player as determinedat block 486, at block 488 the routine may cause the slot machine reelimages 452 to begin “spinning” so as to simulate the appearance of aplurality of spinning mechanical slot machine reels. At block 490, theroutine may determine the positions at which the slot machine reelimages will stop, or the particular symbol images 454 that will bedisplayed when the reel images 452 stop spinning. At block 492, theroutine may stop the reel images 452 from spinning by displayingstationary reel images 452 and images of three symbols 454 for eachstopped reel image 452. The virtual reels may be stopped from left toright, from the perspective of the player, or in any other manner orsequence.

The routine may provide for the possibility of a bonus game or round ifcertain conditions are met, such as the display in the stopped reelimages 452 of a particular symbol 454. If there is such a bonuscondition as determined at block 494, the routine may proceed to block496 where a bonus round may be played. The bonus round may be adifferent game than slots, and many other types of bonus games could beprovided. If the player wins the bonus round, or receives additionalcredits or points in the bonus round, a bonus value may be determined atblock 498. A payout value corresponding to outcome of the slots gameand/or the bonus round may be determined at block 500. The payout valuemay depend on three-dimensional game options as described in detailbelow. At block 502, the player's cumulative value or number of creditsmay be updated by subtracting the bet made by the player and adding, ifthe slot game and/or bonus round was a winner, the payout valuedetermined at block 500.

Video Keno

FIG. 11 is an exemplary display 520 that may be shown on the displayunit 70 during performance of the video keno routine 240 shownschematically in FIG. 4. Referring to FIG. 11, the display 520 mayinclude a video image 522 of a plurality of numbers that were selectedby the player prior to the start of a keno game and a video image 524 ofa plurality of numbers randomly selected during the keno game. Therandomly selected numbers may be displayed in a grid pattern.

To allow the player to control the play of the keno game, a plurality ofplayer-selectable buttons may be displayed. The buttons may include a“Cash Out” button 526, a “See Pays” button 528, a “Bet One Credit”button 530, a “Bet Max Credits” button 532, a “Select Ticket” button534, a “Select Number” button 536, and a “Play” button 538. The display520 may also include an area 540 in which the number of remainingcredits or value is displayed. If the display unit 70 is provided with atouch-sensitive screen, the buttons may form part of the video display520. Alternatively, one or more of those buttons may be provided as partof a control panel that is provided separately from the display unit 70.

FIG. 13 is a flowchart of the video keno routine 240 shown schematicallyin FIG. 4. The keno routine 240 may be utilized in connection with asingle gaming unit 20 where a single player is playing a keno game, orthe keno routine 240 may be utilized in connection with multiple gamingunits 20 where multiple players are playing a single keno game. In thelatter case, one or more of the acts described below may be performedeither by the controller 100 in each gaming unit or by one of thenetwork computer 22, 32 to which multiple gaming units 20 areoperatively connected.

Referring to FIG. 13, at block 550, the routine may determine whetherthe player has requested payout information, such as by activating the“See Pays” button 528, in which case at block 552 the routine may causeone or more pay tables to be displayed on the display unit 70. At block554, the routine may determine whether the player has made a bet, suchas by having pressed the “Bet One Credit” button 530 or the “Bet MaxCredits” button 532, in which case at block 556 bet data correspondingto the bet made by the player may be stored in the memory of thecontroller 100. After the player has made a wager, at block 558 theplayer may select a keno ticket, and at block 560 the ticket may bedisplayed on the display 520. At block 562, the player may select one ormore game numbers, which may be within a range set by the casino. Afterbeing selected, the player's game numbers may be stored in the memory ofthe controller 100 at block 564 and may be included in the image 522 onthe display 520 at block 566. After a certain amount of time, the kenogame may be closed to additional players (where a number of players areplaying a single keno game using multiple gambling units 20).

If play of the keno game is to begin as determined at block 568, atblock 570 a game number within a range set by the casino may be randomlyselected either by the controller 100 or a central computer operativelyconnected to the controller, such as one of the network computers 22,32. At block 572, the randomly selected game number may be displayed onthe display unit 70 and the display units 70 of other gaming units 20(if any) which are involved in the same keno game. At block 574, thecontroller 100 (or the central computer noted above) may increment acount which keeps track of how many game numbers have been selected atblock 570.

At block 576, the controller 100 (or one of the network computers 22,32) may determine whether a maximum number of game numbers within therange have been randomly selected. If not, another game number may berandomly selected at block 570. If the maximum number of game numbershas been selected, at block 578 the controller 100 (or a centralcomputer) may determine whether there are a sufficient number of matchesbetween the game numbers selected by the player and the game numbersselected at block 570 to cause the player to win. The number of matchesmay depend on how many numbers the player selected and the particularkeno rules being used.

If there are a sufficient number of matches, a payout may be determinedat block 580 to compensate the player for winning the game. The payoutmay depend on the number of matches between the game numbers selected bythe player and the game numbers randomly selected at block 570. At block582, the player's cumulative value or number of credits may be updatedby subtracting the bet made by the player and adding, if the keno gamewas won, the payout value determined at block 580. The cumulative valueor number of credits may also be displayed in the display area 540 (FIG.11).

Video Bingo

FIG. 14 is an exemplary display 600 that may be shown on the displayunit 70 during performance of the video bingo routine 250 shownschematically in FIG. 4. Referring to FIG. 14, the display 600 mayinclude one or more video images 602 of a bingo card and images of thebingo numbers selected during the game. The bingo card images 602 mayhave a grid pattern.

To allow the player to control the play of the bingo game, a pluralityof player-selectable buttons may be displayed. The buttons may include a“Cash Out” button 604, a “See Pays” button 606, a “Bet One Credit”button 608, a “Bet Max Credits” button 610, a “Select Card” button 612,and a “Play” button 614. The display 600 may also include an area 616 inwhich the number of remaining credits or value is displayed. If thedisplay unit 70 is provided with a touch-sensitive screen, the buttonsmay form part of the video display 600. Alternatively, one or more ofthose buttons may be provided as part of a control panel that isprovided separately from the display unit 70.

FIG. 15 is a flowchart of the video bingo routine 250 shownschematically in FIG. 4. The bingo routine 250 may be utilized inconnection with a single gaming unit 20 where a single player is playinga bingo game, or the bingo routine 250 may be utilized in connectionwith multiple gaming units 20 where multiple players are playing asingle bingo game. In the latter case, one or more of the acts describedbelow may be performed either by the controller 100 in each gaming unit20 or by one of the network computers 22, 32 to which multiple gamingunits 20 are operatively connected.

Referring to FIG. 15, at block 620, the routine may determine whetherthe player has requested payout information, such as by activating the“See Pays” button 606, in which case at block 622 the routine may causeone or more pay tables to be displayed on the display unit 70. At block624, the routine may determine whether the player has made a bet, suchas by having pressed the “Bet One Credit” button 608 or the “Bet MaxCredits” button 610, in which case at block 626 bet data correspondingto the bet made by the player may be stored in the memory of thecontroller 100.

After the player has made a wager, at block 628 the player may select abingo card, which may be generated randomly. The player may select morethan one bingo card, and there may be a maximum number of bingo cardsthat a player may select. After play is to commence as determined atblock 632, at block 634 a bingo number may be randomly generated by thecontroller 100 or a central computer such as one of the networkcomputers 22, 32. At block 636, the bingo number may be displayed on thedisplay unit 70 and the display units 70 of any other gaming units 20involved in the bingo game.

At block 638, the controller 100 (or a central computer) may determinewhether any player has won the bingo game. If no player has won, anotherbingo number may be randomly selected at block 634. If any player hasbingo as determined at block 638, the routine may determine at block 640whether the player playing that gaming unit 20 was the winner. If so, atblock 642 a payout for the player may be determined. The payout maydepend on the number of random numbers that were drawn before there wasa winner, the total number of winners (if there was more than oneplayer), and the amount of money that was wagered on the game. At block644, the player's cumulative value or number of credits may be updatedby subtracting the bet made by the player and adding, if the bingo gamewas won, the payout value determined at block 642. The cumulative valueor number of credits may also be displayed in the display area 616 (FIG.14).

Multilayer Gaming

According to the present disclosure, a method and apparatus are providedfor gaming using a plurality of gaming layers. As explained in greaterdetail below, the layers may be represented visually in such a mannerthat symbols, etc. associated with a first layer may appear to be in adifferent plane than symbols, etc. associated with a second layer,although the layers may also be represented such that elements of eachlayer are presented so that the symbols, etc. associated with each layermay be differentiated from the symbols, etc. of other layers, but alllayers appear visually to be in a common plane. The gaming layers may beincluded, for example, in response to a player request or input(player-initiated), although the gaming layers may be included inresponse to a game event or a condition of a gaming apparatus(game-initiated), or in response to an entity other than the player orthe gaming apparatus (externally-initiated). As explained in greaterdetail below, the layers may interact with each other, and may do so ina deterministic or a dynamic fashion.

FIGS. 16-23 illustrate a plurality of embodiments of a multiple layer,or multilayer, game. The features of the individual embodiments are notexclusive to only those embodiments, and, indeed, features of oneembodiment may be used in combinations with the features of otherembodiments disclosed herein. Nor are these embodiments exclusive ofother embodiments that may also fall within the scope of the claimsrecited below.

FIG. 16 illustrates but one embodiment of a multiple layer game and itsdisplay according to the present disclosure. According to thisembodiment, the multiple layer game may include three gaming layers 700,800, 900, each having a plurality of symbol positions in at least oneplane. As illustrated the gaming layers 700, 800, 900 each may have asingle plane, the layers 700, 800, 900 being displayed so as to appearmulti-dimensional such that the planes associated with the layers 700,800, 900 are not coplanar. As is also illustrated, the symbol positionsare arranged in into matrices 702, 802, 902. According to thisembodiment, each of the matrices 702, 802, 902 is a 3×5 matrix, and eachof the symbol positions may have a numeral associated therewith forpurposes of identification and discussion, starting at the uppermostleft-hand corner, then proceeding from left to right along each row, tothe lowermost right-hand corner. Thus, for example, the first row of thematrix 702 for the first layer 700 starts with a symbol position 704,and the proceeds to symbol positions 706, 708, 710, 712, before startingover with a symbol position 714 in the leftmost position on the secondrow, and so on. The other matrices 802, 902 would be numbered similarly,with the initial symbol positions 804, 904 illustrated for the matrices802, 902, respectively. Not all symbol positions have been numbered toimprove the clarity of the individual figures.

According to the embodiment illustrated in FIG. 16, the 3×5 matrices702, 802, 902 may represent, for example, a set of five slots reels,each with three symbol positions showing. Alternatively, each of the 3×5matrices 702, 802, 902 may represent a set of three 5-card hands ofcards, for purposes of playing poker, for example. As a furtheralternative, each of the matrices 702, 802, 902 may be used for playingstill other games, such as bingo, etc. Thus, the present disclosure isnot limited to any particular game or group of games.

In an embodiment wherein each of the 3×5 matrices 702, 802, 902represent a plurality of slot reels, each of the matrices 702, 802, 902may have one or more paylines associated therewith. For example, onesuch payline may include the symbol positions 704-706-708-710-712.Another payline may be made of the symbol positions immediately belowthese positions (e.g., 714-716-718-720-722), again running from one edgeof the matrix 702 to the other. However, other combinations of symbolpositions may be defined between the leftmost edge and the rightmostedge of the matrix 702 that do not define a horizontal combination ofsymbol positions, symbol positions 704-716-728-720-712, for example.

Moreover, in those implementations where the display is a videorepresentation, and thus the symbols assigned to each position in eachrow (which represents a reel) may be independent of each other, it mayalso be possible to define paylines that run from an uppermost edge ofthe matrix to the lowermost edge of the matrix. Thus, a payline mayinclude symbol positions 704, 714, 724, for example.

In addition to the paylines defined using the symbol positions of thematrices 702, 802, 902 individually, other paylines may be defined usingthe symbol positions from combinations of the matrices 702, 802, 902.For example, as illustrated in FIG. 16, a payline may be defined byincluding symbol position 704 of matrix 702, symbol position 804 ofmatrix 802, and symbol position 904 of matrix 902. As was the case withthe paylines discussed above relative to matrix 702, the paylines usingsymbol positions from a combination of the matrices 702, 802, 902 neednot be limited to horizontal combinations of symbol positions, but mayinclude combinations at an angle, for example.

In fact, as illustrated in FIG. 17, the symbol positions along a paylineusing symbol positions from two or more layers 700, 800, 900 may includemore than one symbol position in each of the matrices 702, 802, 902 ofeach of the layers 700, 800, 900. For example, the payline illustratedin FIG. 17 includes at least two symbol positions from the matrices 702,802: specifically, 708, 710, 712 of matrix 702 and symbol positions 808,818, 824, 826 of matrix 802, defining a payline that may run824-826-818-808-708-710-712. After this fashion, paylines longer thanthose achievable with a standard five-reel slot machine may be achievedby utilizing multiple layers. According to the payline illustrated, apayout may be associated with, for example, seven-of-a-kind if the samesymbol (or a combination of the same symbol and wild, or special,symbols) may be found along the combination of symbol positions824-826-818-808-708-710-712.

To the extent that paylines may suggest an option for selecting astatic, or predetermined, combination of symbol positions fordetermination of a winning combination, it will be recognized that theembodiments of the present disclosure are not so limited. For example,rather than the symbol positions 824-826-818-808-708-710-712representing a payline, which payline may be selected by a player orassociated with the player according to a game event (e.g., display of abonus round trigger in an active or non-active payline), the positions824-826-818-808-708-710-712 may represent a combination of symbols (orsymbols and wild, or special, symbols) in contiguous symbol positionsthat comes about during play of the game, and is then considered as aset for purposes of determining a payout to the player. For example, theset of symbols may be formed when the same symbol (or a combination ofthe same symbol and wild, or special, symbols) is displayed incontiguous symbol positions.

As still another embodiment, the positions 824-826-818-808-708-710-712may represent a combination of positions considered as a set because,for example, a trigger symbol may appear in one of the symbol positionsalong the combination of positions 824-826-818-808-708-710-712. Forexample, a trigger symbol may appear at symbol position 712, whichtrigger symbol may be located on an active or a non-active payline. Thetrigger symbol may then move along a path through the symbol positionsof one or more layers. For example, the trigger symbol, which may bereferred to as a moving or roving symbol, may follow the path of symbolpositions 712-710-708-808-818-826-824.

The set of symbol positions 712-710-708-808-818-826-824 thus defined maybe used in a variety of manners. According to one embodiment, thesymbols found in symbol positions 712-710-708-808-818-826-824 may beexamined to determine if a combination of symbols may be located inthose symbol positions such that a payout may be provided to the player.Alternatively, according to another embodiment, it may have already beendetermined that a payout is to be awarded to the player, and the path ofsymbol positions 712-710-708-808-818-826-824 is displayed as anindication to the player that a payout will be awarded. As a variationon either of these alternative embodiments, the roving symbol mayinteract with the symbols in the symbol positions712-710-708-808-818-826-824 to cause certain of the symbols to change,or morph, into wild, or special, symbols, or other symbols, with thedetermination or indication being based on symbols already presentand/or the changed or morphed symbols.

The present disclosure is not, however, limited to embodiments whereinthe various layers in a multiple layer game have the same number ofmatrix positions. For example, a first alternative embodiment isillustrated in FIG. 18. According to this embodiment, the first layer950 may include a 3×5 matrix 952, similar to the matrices 702, 802, 902discussed above relative to the embodiments of FIGS. 16 and 17. However,each of the other layers 1000, 1050 may include a 1×5 matrix 1002, 1052.These matrices 1002, 1052 may represent, for example, a five-reel slotgame with a single position showing for each of the reels, while thematrix 952 may represent, for example, a five-reel slot game with athree positions showing for each of the reels.

According to certain embodiments, the matrices 1002, 1052 may have bothbeen aligned with a single row of the matrix 952. However, it will berecognized that each of the matrices 1002, 1052 is not aligned with thesame row of the matrix 952 as illustrated in FIG. 18. Instead, thematrix 1052 may be aligned with the topmost row of the matrix 952, whilethe matrix 1002 may be aligned with the centermost row of the matrix952. Paylines, sets of symbol positions or sets of symbols may bedefined using symbol positions from each of the layers 950, 1000, 1050.

The present disclosure is also not limited to layers wherein each layerdefines at least one row of symbol positions, such as shown in FIGS.16-18. Still other variations are possible. As examples of suchadditional variations, a series of layers 1100, 1150, 1200 isillustrated in FIG. 19.

Layer 1100, similar to layers 700, 800, 900, 950, may have a 3×5 matrix1102 of symbol positions. However, the layers 1150, 1200 may havematrices 1152, 1202 that are different than the other matricesillustrated in FIGS. 16-18. For example, the layer 1150 may include amatrix 1152 defined by a column of symbol positions. According to suchan embodiment, the matrix 1152 may represent a single reel of a multiplereel slot game, with multiple positions showing. Alternatively, thematrix 1152 may represent a single card position in a plurality of cardhands. By contrast, the layer 1200 may include a single-position matrix1202. The single position matrix 1202 may represent, for example, asingle card or reel position that may interact with the symbols incorresponding symbol positions on the matrix 1202. Alternatively, thematrix 1202 could be combined with symbol positions in the matrix 1102to define tunnel-like paylines, sets, paths, etc.

One such embodiment using a single-position layer in multiple dimensionsis illustrated in FIGS. 20-22. This embodiment also includes a layer1300 with a 3×5 matrix 1302. The second layer 1350 in this multiplelayer game includes a single-position matrix 1352, which single-positionmatrix 1352 may be aligned with the centermost symbol position 1308 ofthe matrix 1302.

This embodiment may also illustrate two other aspects of the presentdisclosure.

The first aspect of the disclosure may be referred to as afour-dimension multiple layer game. That is, that the various layers1300, 1350 may be displayed as to appear three-dimensional visually.Moreover, the various layers 1300, 1350 may be displayed to appear tovary with time (i.e., the fourth-dimension). In this regard, only thelayer 1300 may be displayed at a first time, as in FIG. 20. In responseto a player-selection, a game event, or a determination external to theplayer or the game, for example, the layer 1350 may be displayed withthe layer 1300 at a second time, as shown in FIGS. 21 and 22.

The second aspect of the disclosure may be a variation wherein thelayers 1300, 1350 interact or are considered as a group other than inregard to defining a new payline, set of symbols positions, path ofsymbol positions, or set of symbols. Instead, as illustrated in thevariations between FIGS. 21 and 22, a symbol may be displayed in thesymbol position 1352 which interacts with various symbols in varioussymbol positions in the matrix 1302 of the layer 1300. According to thisembodiment, the symbol may “bleed through” from the layer 1350 to thelayer 1300. In this fashion, for example, the symbol in symbol position1352 may replace the symbols in symbol positions 1308, 1318, 1320, 1326,1332. Alternatively, the symbol in symbol position 1352 may appear tochange, or morph, the symbols 1308, 1318, 1320, 1326, 1332, in theirappearance or in their behavior.

As merely one example of such an embodiment, a sponsor, such as asoft-drink manufacturer, may sponsor a “surprise” bonus round to beimplemented on a gaming machine at a particular time of day. The layer1350 may appear behind the layer 1300 in which the player may already beplaying a game, for example a five-reel slots game, at the particulartime of day designated, as illustrated by the change in the illustrationbetween that of FIG. 20 and that of FIG. 21. The symbol in thesingle-position matrix 1352 may be a bottle of a soft-drink manufacturedby the sponsor, for example. The symbol may then animate so as to appearto tip over, for example. The symbol may then “bleed through” to thelayer 1300, and appear to change the symbols in various symbol positionsin the matrix 1302. As one example, the symbols in symbol positions1308, 1318, 1320, 1326, 1332 may appear to smile, and the symbols maythen retain their smiles and be carried over in other spins of the gamein layer 1300 in the positions 1308, 1318, 1320, 1326, 1332 as long astheir smile lasts (i.e., as long as the special event is determined tolast, for example, by the soft-drink manufacturer/sponsor or accordingto the funding provided by the sponsor for the awarding of payouts).These smiling symbols may then be combined with the symbols in othersymbol positions in subsequent games, as the symbol itself or as a wild,or special, symbol, for example.

Having thus described a number of multiple layer games and theirdisplays wherein all of the active layers are arranged one behind thenext to provide a three-dimensional appearance visually, it will berecognized that all of the layers need not be displayed as illustratedin FIGS. 16-22. While still further embodiments will be discussed below,one embodiment is illustrated in FIG. 23, as an alternative to theembodiment shown in FIG. 18, in which all of the layers are not alignedone behind the next. According to this embodiment, the layers 1000, 1050may be displayed above the layer 950. While the layers 1000, 1050 aredisplayed one behind the other above the layer 950, and thus,collectively, the group of layers 950, 1000, 1050 appearsthree-dimensional, the layers 1000, 1050 may be displayed so as toappear to lie in a common plane. While the layers 1000, 1050 may bedisplayed one above the other in a common plane, as will be apparentaccording to other embodiments discussed below, the layers 1000, 1050 ina common plane may overlap visually as well.

It will also be recognized that any of the game displays illustrated inFIGS. 16-22 may be modified to improve the visibility of the layers tothe player. For example, the displays may allow the player to rotate thelayers about an axis or to change perspective so that the player maymore easily visualize the included layers. As another alternative, theorder of the layers may be changed. For example, referring to FIG. 16,the order of the layers 700, 800, 900 may be changed so that the layer900 is displayed in front of the layer 700, such that the layers areordered 900, 800, 700. This change in ordering may be purely cosmetic,to allow the player to visualize aspects of the layers 800, 900 that areobscured in whole or in part when the layers are ordered 700, 800, 900.Alternatively, the change in ordering may modify the determinations madein each of the layers 700, 800, 900, as discussed in greater detailbelow.

A method of playing a multiple layer game, such as those discussed aboveand below, may now be discussed with reference to the flowchartillustrated in FIG. 24. This method may be carried out by the gamingapparatus, discussed above, and in particular by a controller (which mayinclude both processor and memory) programmed to carry out the method asone or more routines, programs, etc. Alternatively, the method may becarried out by a system including the gaming apparatus, discussed above,and one or more servers, in which case parts of the method may becarried out by a controller of the gaming apparatus while parts of themethod may be carried out by one of the one or more servers, with thestorage of the routines, programs, etc. also shared between the gamingapparatuses and the servers, or concentrated in one location or theother. As a still further alternative, the method may be carried out bya system including two or more gaming apparatuses, each of the gamingapparatuses (or, more particularly, the controller) programmed to carryout a portion of the gaming method.

According to the method of FIG. 24, the method may begin at a block1402, with a determination as to whether a trigger has occurred or beenreceived, which trigger may initiate a game with multiple layers. If thedetermination is made that no such trigger has been occurred or beenreceived, then the method may continue to a block 1404. If adetermination is made that a trigger has occurred or has been received,the method may continued to a block 1406.

As indicated above, the trigger may be received from the player. Thatis, the player may depress a button to signal or indicate to the gamingapparatus (or system) the player's desire to play a multiple layer game.Alternatively, the signal or indication that the player desires to playa multiple layer game may be based on the size of the wager made by theplayer. That is, if a player wagers an amount below a threshold amount,a single layer game may be initiated. However, if the player wagers thethreshold amount or greater, a multiple layer game may be initiated. Asa further alternative, the multiple layer game may be provided only toplayers who also are members of a players' club, and indicate theirpresence at a gaming apparatus (and, thus, their desire to play amultiple layer game) by presenting their players' club card to a cardreader associated with the gaming apparatus. As a further alternative,the player-selected preferences for extra layers may be written orstored in the form of instructions on a programmable device (“smart”card, personal data assistant, mobile phone, etc.) or a code on adisposable instrument, such as a ticket, for example, useful with asystem such as the IGT EZ-Pay ticket in-ticket out system. It will berecognized that still other methods for a player-initiated trigger arepossible.

In the alternative to or combination with the player-initiated triggerare triggers based on game events. For example, the trigger to play amultiple layer game may result from the presence of a trigger symbol onan active or non-active payline. It will be recognized that it may ormay not be possible to form a winning combination utilizing the triggersymbol. As an alternative, the trigger may result from the presence of acombination of symbols, which combination acts as a trigger. As afurther alternative, a number of consecutive wins above a thresholdamount may result in a trigger. Still further, the trigger may be basedon a particular outcome in a bonus game, the bonus game may be triggeredin turn by a particular symbol or set of symbols being displayed on anactive or a non-active payline in a primary, or base, game.

External triggers may also be used, in the combination with or thealternative to the player-initiated or game-initiated triggers discussedabove. For example, an external trigger may be based on the time of day,of the day of the week, month or year. Alternatively, an externaltrigger may refer to a trigger established by an entity, such as acasino operator or sponsor. Such a trigger may still rely upon a playeractivity (e.g., indicating the player's presence via a player trackingsystem) or a game event (triggering of a bonus game), but the triggerwill not be a traditional part of the operation of the gaming apparatus.The external trigger may be administered by a server located at a casinoor under the control of a casino operator, or may be administered by athird-party separate from the casino operator, who operates the gamingapparatus, or a sponsor, who may provide the financial backing for thepayouts to be provided during the multiple layer game.

As mentioned above, the various triggers may act in the alternative orin combination. That is, according to one embodiment, a player-initiatedtrigger may define a layer having two columns (or reels) of symbolpositions that may be substituted for those in another layer. Theplayer-trigger may further define a layer having a row (or multiple-reelslots game) that may be combined with a row of another layer foradditional paylines. In response to a bonus game trigger symbolappearing in one of the layers, all of the symbols in the single rowlayer may be converted to wild, or special, symbols, which wild symbolsare then used for the determinations of the paylines using the symbolpositions from the single row layer and other layers, and are then alsoused in the determinations of the paylines in the other layers with thesymbols aligned with the multiple layer paylines replaced by the wildsymbols. Alternatively, the presence of the extra layer(s) may betriggered by an external source, such as a sponsor, but the nature ofthe layer(s) may be left for the player to determine from, for example,a list of possible options.

If a trigger is received, as determined at the block 1402, then themethod may proceed to a block 1406. At the block 1406, a determinationmay be made as to whether preconditions have been met for the multiplelayer game to proceed. The block 1406 may be optional, in that not allmultiple layer games may require preconditions to be met before the gameis played; it may be sufficient in such games that it is determined atthe block 1402 that the trigger has been received. However, it is alsothe case that, for example, when the player initiates or triggers themultiple layer game, as determined at the block 1402, that additionalconditions must be met before the game can continue. As one exemplaryembodiment of a precondition that may needed to be met before the gamemay proceed, if the player selects a multiple layer game having threelayers, the player may need to place at least a base wager in regard toeach of the layers or in regard to the interaction of the layers.According to such an embodiment, the method may not proceed past theblock 1406 until at least the base wagers are received.

As a further alternative, an additional wager or stake may need to bereceived from the player for each decision, or certain decisions, madeby the player. As one example, a first wager may be required to includean extra layer, the extra layer including a single symbol position, thesingle symbol position and the symbol appearing therein beingsubstitutable for one of the symbols in an aligned symbol position inanother layer. Using the game illustrated in FIG. 19, the single symbolposition matrix 1202 associated with the layer 1200 may initially bepositioned to visually represent that the matrix 1202 may be alignedwith one of the positions in the rightmost column of the matrix 1102 ofthe layer 1100. In this position, the fact that a symbol displayed inthe matrix 1202 may replace a symbol in one of the symbol positions inthe rightmost column of the matrix 1102 may actually have little effecton the overall paytable of the game of matrix 1102, if the combinationsare read from left to right to determine if the combination is a winningcombination, such that a payout is to be provided. It would require atleast four of the same symbol (or a combination of symbols and wild, orspecial, symbols) to be formed before the fact that a symbol may betransferred from the layer 1200 to the layer 1100 would have an effect.However, if the player was allowed to move the matrix 1202 to the left,then with each move, the potential for affecting the combinationsformed, and thus the payouts awarded, would be increased, as fewer andfewer symbols would need to be arranged along a payline before thesubstitution of the symbol from the layer 1200 would have an effect onthe determinations made in the layer 1100. As a consequence, it may bethat a second wager is required to move the matrix 1202 one symbolposition to the left, the amount of the second wager being greater thanthat of the first wager, and so on.

Similarly, the wager required for substituting a reel of symbols from alayer, such as the layer 1150 to that of layer 1100 in FIG. 19, may belarger than the wager required for including a single symbol positionmatrix layer, such as layer 1200. Further, the wager required forsubstituting an entire set of symbol positions representing asingle-position five reel slots game, such as represented in FIG. 18 byeither layer 1000 or 1050, may be larger than that required for a layer,such as layer 1150, wherein a set of symbol positions representing areel with three positions showing is included. Also, the operation ofthe symbol positions in the extra layers may require varying additionalwagers—for example, a symbol position with a particular symbol selectedfrom all of the symbols possible in the base game may require a lesserwager than a symbol position with a wild, or special, symbol, which mayused in place of any of the symbols possible in the base game. Varyingwagers may also be required for an “area of effect” of a symbol in asymbol position. As an example of this concept, a symbol displayed in alayer in the central most symbol position may be substituted for asymbol in the same symbol position in another layer for a first wager,for those symbols in the same column for a second wager, for thosesymbols in the same row for a third wager, and for any symbol in anycontiguous (up-down, side-to-side, or diagonal) symbol position for afourth wager. Further alternatives in wagering and symbol positionselection may also be recognized.

Assuming that any preconditions have been met, the method may continueto a block 1408, wherein the interactions between the layers may bedetermined. In the first pass, the interactions in a first extra layermay be defined. These interactions may be defined according to theselection of one or more paylines, for example, wherein the game of thefirst extra layer is a slots game. These interactions may also bedefined between the first extra layer and another layer that defines thebase game, and hence is referred to as the base layer. A determinationis then made at a block 1410 if all layers have been defined. If so, themethod proceeds to the block 1404. If not, the method returns to theblock 1408.

The extra layers may also be defined as games different than the gameplayed in the base layer, playable for reasons or payouts different thanthe base layer, or playable by players other than those played in thebase layer. For example, an extra layer may be defined as a tournamentlayer, or paylines including symbol positions in the base layer and theextra layer may be defined as tournament paylines. It will be recognizedthat the payouts for winning combinations for these tournament layers orpaylines will be different than the payouts for winning combinations inthe base layer, in that the payouts for the tournament layers orpaylines will be for tournament points, while payouts in the base layermay be for monetary credits or game credits, which game credits may beredeemable for monetary credits. Further, the extra layer may be definedas a group or communal game layer, or paylines including symbol positionin the base layer and the extra layer may be defined as group orcommunal paylines, where in the group is defined as a number of playersplaying on different gaming apparatuses or a number of different gamingapparatuses (such as, for example, a bank of gaming apparatuses). Asanother alternative for the group or communal layer, the players of thecommunal layer may, upon receiving a symbol in the base layer, be ableto transfer the symbol to the group or communal layer for use by othersin the group, either by drawing the symbol from the communal layer intotheir base layer, after which the symbol no longer may be used by othermembers of the group, or drawing the symbol from the communal layer intotheir base layer, after which other members of the group may also beable to draw the symbol into their own base layers.

If the determination is made at the block 1402 that no multiple gametrigger has been received, or if the determination is made that thelayer definition is complete at the block 1410, then the method proceedsto the block 1404. At the block 1404, the base layer game may beperformed. For example, wherein the base game is a slots game, theperformance of the base layer game at block 1404 may include receipt ofa wager, receipt of a selection of paylines, receipt of a gameinitiator, and determination of a payout, if any. After the completionof the performance of the base layer game at the block 1404, the methodmay continue to the block 1412.

At the block 1412, a determination may be made if a multiple layer gameis to be played. This determination may be made based on the sametriggers noted above (player-initiated, game initiated, orexternally-initiated). Alternatively, this determination may be based ona flag, event, etc. that is set, initiated, etc. when the determinationis made at block 1402 that a trigger has been received. For example, aflag may be set if a trigger is received to play a multiple layer game.If the determination is made at the block 1412 that a multiple layergame is not to be played, the method may proceed to the block 1414. Ifthe determination is made at the block 1412 that a multiple layer gamewill be played, then the method may proceed to a block 1416.

At the block 1416, the determination may be made as to a game outcomefor the first layer of the multiple layer game, and determinations maybe made as to multilayer game outcomes for any additional layers or forcombinations of layers. This determination may, as seen relative to theembodiments illustrated in FIGS. 16 and 17, related to one or morepaylines connecting the base layer and the first extra layer.Alternatively, the layer determination may include consideration of theeffect of a symbol displayed in the first extra layer relative to thesymbols of in the base layer, as illustrated in FIGS. 20-22. Still otherinteractions may be possible in keeping with the method of playingmultilayer games described above.

After the determination(s) is/are made at the block 1416, then themethod may proceed to a block 1418. Similar to the determinations madeat the block 1410, a determination may be made at as to whetherdeterminations have been performed as to all extra layers. If thedetermination is made that other layer determinations need to beperformed, the method may return to the block 1416, and may repeat theblocks 1416, 1418 as often as required to complete the necessarydeterminations.

If the determination is made at the block 1412 that the present game isnot a multiple layer game, or if the determination is made at the block1418 that the determinations for all included extra layers have beenperformed, then the method may proceed to the block 1414. At the block1414, a determination may be made whether the player is finished playingthe game, in regard to the base layer, or both the base and extralayers. If the player is not finished, then the method may return toblock 1402. If the player is finished, then the method may proceed to ablock 1420, and a payout may be provided according to the game outcomesand multilayer game outcomes for the first layer, the additional layersand/or combinations thereof. The payouts may be provided individuallyfor each of the outcomes, and accumulated for presentation to the playeras a single payout, or the payouts may be provided according to theaccumulated outcomes.

FIG. 25 illustrates an alternative method for playing a multiple layergame. Unlike the method of FIG. 24, the alternative method of FIG. 25assumes the game to be a multiple layer game. As such, there is nodetermination as to whether a multiple layer game trigger has beenreceived, but rather, at a block 1452, a determination may be made as towhether necessary preconditions, if any, have been met. For example, ina multiple layer game, it may be necessary to receive a wager at leastsufficient for a single layer to be active. Until the base wager isreceived, the method may not proceed. Other preconditions may includeage and location (either of the player, the gaming apparatus, or both).

If it is determined at the block 1452 that the preconditions are met,the method may proceed to a block 1454, where the layers may be defined.A determination may be made at a block 1456 whether all active layershave been defined. If not, the method may return to the block 1454 andmay repeat blocks 1454, 1456 until all active layers have been defined.

In regard to the definition of the layers at block 1454, this activitymay assume a variety of steps. For example, for instance, the definitionmay represent the setting of paylines, if the game is a slots game,within the individual layer. Where more than one layer is included andeach layer includes symbol positions from a slots game, the definitionof the layers may include the setting of paylines including symbolpositions from two or more of the layers included. Further, thedefinition of the layers may take the form of setting rules forinteraction between the layers, or the timing of the appearance of thelayers. The definition of the layers may also include reference to rulesestablished external to the player or the gaming apparatus, theexclusion of which may be done by referencing an external database or atthe instruction of an external source.

An embodiment of present invention concerning the method and apparatusby which interactions may be defined between and in the various layersmay be explained with reference to FIG. 26. As illustrated in FIG. 26, agame may include three layers 1510, 1520, 1530. One of these layers,layer 1510, may be defined as a base layer, while the layers 1520, 1530may be defined as extra layers. As illustrated, the three layers 1510,1520, 1530 may be displayed so that each layer appears to lie in a planethat is different than that of the other layers relative to an axisextending out of the page. However, it will be recognized that thelayers 1510, 1520, 1530 may be arranged so that the layers overlap, forexample, in one of the manners described below.

A game structure may be associated with each of the layers 1510, 1520,1530. In particular, the structure 1512 may be associated with the layer1510, the structure 1522 may be associated with the layer 1520, and thestructure 1532 may be associated with the layer 1530. One of thesestructures, the structure 1512, may be defined as a base structure, andthe layer 1510 associated with the structure 1512 may be defined as thebase layer. It will be recognized that any of the other layers 1520,1530 and associated structures 1522, 1532 may have been designated asbase layer and base structure instead.

Each structure 1512, 1522, 1532 defines all allowable actions to betaken or events to occur on or in the layer 1510, 1520, 1530. Forexample, the actions or events could include simple line interactions(paylines), the presence (or absence) of wild, or special, symbols, theinclusion (or exclusion) of progressive links (both external andinternal), etc.

According to this embodiment, there is also provided one or more inputs1540. These inputs may be received from one or more of the input/outputdevices described above for manipulation by the player. Alternatively,the inputs 1540 may be defined by signals, etc. received from externalsources, such as a server or database, for example.

Also according to the embodiment, there is a collection of statisticalrules 1550. This collection 1550 includes statistical rules relating allof the actions and events described in the structures 1512, 1522, 1532.These rules may be expressed in the form of tables, equations,definitions (in the form of pure set theory), routines, scripts, etc.The collection 1550 may be stored, for example, in a database.

The structures 1512, 1522, 1532 expressing the actions and events ofeach layer 1510, 1520, 1530, the inputs 1540 received from theplayer/gaming apparatus and/or external sources, and the rules 1550 areprocessed by a modifier ratification and verification process 1560. Thisprocess 1560 not only implements the required dynamics used as variousinputs 1540 are received, the process 1560 also verifies dynamicallythat the defined/approved regulatory rules are followed (e.g., a setreturn percentage is met).

From the foregoing, the modular nature of the approach will beappreciated. Different layers may be added by including structures thatexpress the actions and events of the layer, along with additions to thecollection 1550 to express the rules for the actions and events. Theprocess 1560 then ratifies and verifies the same, rather than placingthat emphasis in the definitions of the layers themselves, such as maybe expressed by static paytables.

In doing so, the result of the process 1560 is a new game structure1570, which is the result of the structures 1512, 1522, 1532, the inputs1540, and the rules 1550. This new game structure 1570 may beimplemented directly according to the steps of the methods discussed in,for example, FIG. 25. It should be noted that according to otherembodiments, the win evaluation may be performed iteratively by theprocess 1560.

Returning then to FIG. 25, after defining the layers included in themultiple layer game, the method may proceed to the blocks 1458, 1460. Atthe blocks 1458, 1460, the determinations may be made according to thedefinitions established at the block 1454. Similar to the blocks 1454,1456, the determinations at the block 1458 may be repeated until it isdetermined that the determinations for all layers are completed. Oncethe determination is made that the determinations for all layers arecompleted, at the block 1460, the method may proceeds to a block 1462,wherein a determination may be made whether the player is finishedplaying the game.

If the determination is made at the block 1462 that the player isfinished playing the game, then the method may proceeds to a block 1464,and a payout may be provided to the player. Alternatively, the methodmay return to the block 1452.

Having thus discussed a number of embodiments for the multiple layergame and the method of playing a multiple layer game, still furtherembodiments are discussed below with reference to FIGS. 27-36.

One embodiment of the present disclosure is illustrated in FIG. 27.According to this embodiment, a gaming method is illustrated wherein theplurality of layers are included in response to a player request orinput. Further, the plurality of layers may interact, in ways discussedabove, as well as in other manners, as described herein. Further,according to this embodiment, the plurality of layers may be illustratedas above where the individual layers appear to be in different planes,or, as also illustrated above, in a common plane.

According to this embodiment, the player is permitted the options, suchas how many “Z” layers 1602 to include in the game in addition to the“base layer” 1604. According to this embodiment, as above, a “baselayer” 1604 may be a game surface depicted on a video display in a wellknown manner. For example, a typical video slot machine depicts a singlegame surface which includes five reels with three symbols showing oneach reel. A “Z” layer 1602 may then be an additional game surfacedepicted on a video display in a way that makes at least a portion ofthe additional game surface appear on a different plane from the planeof the base layer 1604. For example, in a video slot machine, the playermay select four layers of reels (i.e. one base layer 1604 and three “Z”layers 1602). In this manner, a pay line 1606 may be formed in the thirddimension. Although a video slot machine is used in this description, aperson of ordinary skill in the art will readily appreciate that anycasino game may include three-dimensional options as described herein.

Player selectable game options may also include which three-dimensionalreel positions are “staked” (i.e., which reel positions the player wouldlike to wager money on). For example, in a video slot machine, theplayer may place a transparent stake indicator over one or more reelpositions. FIG. 28 is a symbolic diagram illustrating an exemplarythree-dimensional play mode where a player may customize game play bycovering one or more reel positions 1702 with transparent selectors1704. Using these selectors 1704, a player may choose to play onlyselected reel positions 1702 in the third dimension. The player may movethe selectors 1704 using a touch screen device or any other user inputdevice. The selectors 1704 may be moved to any reel position 1702.Multiple selectors 1704 may be placed on a single reel, and/or multiplereel positions may be covered by a single selector. A selector 1704 maybe positioned by dragging the selector 1704 along a positioning bar1706. Selectors 1704 may be positioned by dragging the selectors 1704from the side of the game display, and/or selectors 1704 may be pulleddown from the reel top and placed in any reel position 1702. Selectors1704 may cover an entire reel, and/or selectors 1704 may be individuallyplaced. In addition, one or more selectors 1704 may dynamically “chase”a certain symbol according to player selected options.

The player selected game options may determine one or more gameevaluation methods and display modes. For example, the player may choosewhether “Z” layer reels are to be played separate from other layers,linearly combined with other layers, non-linearly combined with otherlayers, only used for free game opportunities, only used for bonusmultipliers, only used for progressives, etc. After one or more randomnumbers are generated, the outcome of the game is displayedthree-dimensionally to the player based on the selected game evaluationmethods and display modes. Many different game evaluation methods(described in detail below) are possible with the addition of “Z”layers.

FIG. 29 is a more detailed flowchart of the “update 3D data” routine 485shown schematically in FIG. 12. The routine 485 may be embodied in asoftware program which is stored in the program memory 102 of a gamingunit 20 and executed by the microprocessor 104 in a well known manner.However, some or all of the blocks of the routine 485 may be performedmanually and/or by another device. Although the routine 485 is describedwith reference to the flowchart illustrated in FIG. 29, a person ofordinary skill in the art will readily appreciate that many othermethods of performing the acts associated with routine 485 may be used.For example, the order of many of the blocks may be changed withoutdeparting from the scope or spirit of the present invention. Inaddition, many of the blocks described are optional. Although thisdescription focuses on a video slot machine, a person of ordinary skillin the art will readily appreciate that the teachings described hereinmay be applied to any type of gaming unit 20 without departing form thescope and spirit of the present invention.

Generally, the routine 485 causes the gaming unit 20 to allow a playerto select one or more game options. These game options includethree-dimensional options such as how many “Z” layers to include in thegame in addition to the “base layer” and which reel positions are“staked.” A “base layer” is a game surface depicted on a video displayin a well known manner. For example, a typical video slot machinedepicts a single game surface which includes five reels. A “Z” layer isan additional game surface depicted on a video display in a way thatmakes the additional game surface appear on a different plane from theplane of the base layer. The player's selections determine one or moregame evaluation methods and display modes. For example, the player maychoose to put money on a particular pay line which includes one or more“Z” layers (i.e., the player may “stake” a three-dimensional pay line).After one or more random numbers are generated, the outcome of the gameis displayed to the player based on the selected game evaluation methodsand display modes. Many different game evaluation methods (described indetail below) are possible with the addition of “Z” layers.

The routine 485 begins when the player selects one or more play options(block 1802). For example, the player may select a number of playlayers. Play layers include the base layer and any “Z” layers. Forexample, by selecting one play layer, the player is indicating he wishesto play a typical (e.g., 3×5) reel layout (i.e., just the base layer).By selecting two play layers, the player is indicating that he wouldlike to play with one “base” layer and one “Z” layer. Similarly, byselecting three play layers, the player is indicating that he would liketo play with one “base” layer and two “Z” layers. In addition, theplayer may choose various three-dimensional payout options. For example,the player may choose whether “Z” layer reels are to be played separatefrom other layers, linearly combined with other layers, non-linearlycombined with other layers, only used for free game opportunities, onlyused for bonus multipliers, only used for progressives, etc. Thesethree-dimensional payout options are described in detail below.

After the player selects one or more play options, the video slotmachine controller 100 checks any three-dimensional selections forallowability (block 1804). For example, at a one dollar slot machinewith three play layers selected, the option to play each layerseparately selected, and the option to linearly combine the three playlayers selected, the player may be required to have at least fourdollars in the machine. If the three-dimensional selections areallowable (block 1806), the controller 100 checks if the player hasenough credits wagered to play the selected options (block 1808). In theexample above, the player must wager four dollars. If the player hasenough credits wagered (block 1810), the controller 100 waits for aninput from the player to initiate play (block 1812). For example, theplayer may pull a traditional slot machine lever or push a button toinitiate play.

Subsequently, the slot machine controller 100 determines the “Z”interaction types from the player selections. In this embodiment, thecontroller begins this sub-process by initializing a “Z” variable (e.g.,Zflag=0000) (block 1814). Next, the controller 100 may determine if any“Z” layer options were selected by the player (block 1816). If at leastone “Z” layer option was selected by the player, the controller 100determines if the player selected an option which includes interactionbetween the base layer and one or more “Z” layers (block 1818). Forexample, the player may choose to play three completely independentlayers with no interaction between the single base layer and the two “Z”layers. Alternatively, the player may select an option which includespay lines that cross through different play layers (e.g., three of akind with one matching symbol in each layer).

If the player selected an option which includes interaction between thebase layer and one or more “Z” layers, the controller 100 may modify the“Z” variable accordingly (e.g., Zflag=0001) (block 1820). Similarly, ifthe player selected base layer interaction with more than one “Z” layer(block 1822), the controller may modify the “Z” variable to reflect thisplayer selection (e.g., Zflag=0011) (block 1824). If the player alsoselected “Z” layer payouts (i.e., wins are possible from layerinteraction) (block 1826), the controller may further modify the “Z”variable accordingly (e.g., Zflag=0111) (block 1828). Subsequently, theroutine 485 exits.

FIG. 30 is a more detailed flowchart of the “determine payout” routine500 shown schematically in FIG. 12. The routine 500 may be embodied in asoftware program which is stored in the program memory 102 of a gamingunit 20 and executed by the microprocessor 104 in a well known manner.However, some or all of the blocks of the routine 500 may be performedmanually and/or by another device. Although the routine 500 is describedwith reference to the flowchart illustrated in FIG. 30, a person ofordinary skill in the art will readily appreciate that many othermethods of performing the acts associated with routine 500 may be used.For example, the order of many of the blocks may be changed withoutdeparting from the scope or spirit of the present invention. Inaddition, many of the blocks described are optional. Although thisdescription focuses on a video slot machine, a person of ordinary skillin the art will readily appreciate that the teachings described hereinmay be applied to any type of gaming unit 20 without departing form thescope and spirit of the present invention.

The routine 500 begins when the video slot machine controller 100selects one or more “Z” layer win evaluation methods based on the stateof the “Z” variable. If no “Z” layer interaction types are selected bythe player (e.g., Zflag=0000) (block 1930), no “Z” layer win evaluationmethods are used by the controller 100. If the player selected baselayer interaction with at least one “Z” layer (e.g., Zflag=0001) (block1932), the controller 100 selects a single “Z” layer win evaluationmethod (block 1934), determines a single “Z” interaction style (block1936), and flags a special mode single layer “Z” evaluation code (block1936). In this manner, an appropriate evaluation routine may be selectedfor single “Z” layer interaction. The flagged win evaluation routine maydetermine what symbol combinations form predefined wins and award theassociated prize(s).

If the player selected base game interaction with more than one “Z”layer (e.g., Zflag=0011) (block 1938), the controller 100 selects amultiple “Z” layer win evaluation method (block 1940), determines amultiple “Z” interaction style (block 1942), flags a special modemultiple layer “Z” evaluation code (block 1942), and overrides thesingle layer “Z” evaluation code (block 1942). In this manner, anappropriate evaluation routine may be selected for multiple “Z” layerinteraction. The flagged win evaluation routine may determine whatsymbol combinations form predefined wins and award the associatedprize(s). If the player also selected “Z” layer payouts (e.g.,Zflag=0111) (block 1944), the controller adds a “Z” layer win evaluationcode to the current evaluation method (block 1946).

Next, the controller 100 performs a win evaluation using either standardmethods (i.e., one dimension) or extended methods (i.e., threedimensions) depending on the modes selected by the player (block 1950).The game must always have a payout which is statistically provable andwithin predetermined limits (e.g., 90% return to player). Therefore, ifplayer selections change the structure of the game, certain variableswithin the game must also change to keep the payout substantiallyconstant.

Specifically, depending on the “Z” interaction, the game style and thegame mode, the win evaluation process may select certain pay tables,reel strip layouts, and/or game rules from a plurality of preprogrammedpay tables, reel strip layouts, and/or game rules. Pay tables containthe credit values that can be won for a particular symbol combination.An exemplary pay table 2000 is illustrated in FIG. 31. Reel striplayouts determine game operation by defining the symbol combinations forthe game. An exemplary reel strip layout 2100 is illustrated in FIG. 32.Letters 2102 and numbers 2104 in the reel strip layout 2100 representvarious pictures and symbols which characterize the game. In thisexample, the “Z” symbol 2106 appears twice in the first reel, twice inthe second reel, once in the third reel, once in the fourth reel, andonce on the fifth reel. Of course, any number and combination of symbolsmay be used to control the overall return percentage of the game. The“Z” symbol 2106 may represent a free game, a bonus, an interaction withother layers, etc. In addition, a person of ordinary skill in the artwill readily appreciate that the reel strip layout 2100 may be linked tospecial modifier tables that have algorithmic rules attached. The paytable(s), 2000 reel strip layout(s) 2100, and game rule(s) determine thegames overall percentages return structure.

Many modifications to the pay table(s) 2000, reel strip layout(s) 2100,and game rule(s) which affect the overall percentages return structureof a game are well known. By adding a “Z” dimension, additionalmodifications to the pay table(s) 2000, reel strip layout(s) 2100, andgame rule(s) which affect the overall percentages return structure of agame are provided. For example, each play layer may be evaluatedseparately using traditional methods, and then the individual resultsmay be combined. In this embodiment, transparent overlays or “symbolwithin symbol” graphics may be used to present the layers to the player.

A flowchart illustrating one embodiment of this individual layerevaluation method 2200 is illustrated in FIG. 33. First, the controller100 activates the base layer XY game and allows player interaction(block 2202). For example, the player may change the number of paylines, the number of credits to bet, or activate a layer via a userinput device. The controller 100 then performs “normal” XY gameevaluations and processes the results (block 2204). For example, threeof a kind (in this layer) might pay one hundred credits. Next, thecontroller 100 activates the “Z” layer XY game and allows playerinteraction (block 2206). The controller 100 then performs additional“Z” evaluations and processes the results (block 2208). For example, “Z”layer symbols may be combined with base layer symbols to create a payline which crosses between the two layers Of course, a person ofordinary skill in the art will readily appreciate that more than twolayers may be evaluated in this manner. The results of the individualdeterminations are then combined into one win statement which ispresented to the player (block 2210). For example, if the player won onehundred credits from the base layer and one thousand credits from the“Z” layer the player may be informed that he won eleven hundred credits.

In another multi-layer win evaluation method, one or more “Z” layers mayextend a base layer as illustrated in FIG. 34. In this example,traditional 3×5 base layer symbols 2302 are extended to a 3×10 reellayout by adding “Z” layer symbols 2304. As a result, new win evaluationmethods such as six of a kind, seven of a kind, eight of a kind, nine ofa kind, and ten of kind are possible. Of course, a person of ordinaryskill in the art will readily appreciate that any number of layers andn-kind extensions are possible. As a result, extremely large prizes arepossible for players wishing to gamble at higher levels. In thisembodiment, both layers may be viewed simultaneously by overlaying “Z”layer symbols 2304 inside of base layer symbols 2302. Specifically, aportion of a base layer symbol 2302 may be obstructed by a relativelysmaller version of a “Z” layer symbol 2304. Optionally, the overlaid “Z”layer symbols 2304 may be semi-transparent.

In yet another multi-layer win evaluation method, one or more “Z” layersmay interact with the base layer. For example, if a five of a kind winoccurs on the base layer, one additional occurrence of the same symbolon the “Z” layer may be used to multiply the five of a kind payout bytwo. Two additional occurrences may multiply the five of a kind payoutby three. Three additional occurrences may multiply the five of a kindpayout by four. Four additional occurrences may multiply the five of akind payout by five. Five additional occurrences may multiply the fiveof a kind payout by six. In the same embodiment, one additionaloccurrence of the same symbol on the “Z” layer may be used to turn afour of a kind win on the base layer into a five of a kind win. Twoadditional occurrences may be used to turn a four of a kind win on thebase layer into a five of a kind win and multiply the five of a kind winby two. A person of ordinary skill in the art will readily appreciatethat this scheme may be easily extended to additional combinations ofbase layer wins and “Z” add-ons. For example, as shown in FIG. 35, athree of a kind scatter win 2402 on the base layer 1604 with fouradditional scatters symbols 2406 on the “Z” layer 2302 may result in afive of a kind win multiplied by three.

A symbolic representation of additional “Z” layer win evaluation methodsis illustrated in FIG. 36. In this example, three “Z” layer winevaluation methods are shown. A three of a kind win 1602 in the “Z”dimension is shown. In some embodiments, this type of three of a kindwin 2502 may require a “special modifier symbol.” A special modifiersymbol is a symbol which transforms one or more underlying symbols intosubstitute symbols and/or scatter symbols. A four of a kind win 2504 inthe “Z” dimension, and a two of a kind win 2506 in the “Z” dimension arealso shown in FIG. 36.

In addition, a person of ordinary skill in the art will readilyappreciate that many other multi-layer win evaluation methods arepossible within the scope and spirit of the present invention. Forexample, a “Z” overlaid symbol matching a base layer symbol may providea free game and/or some other prize. One or more “Z” overlaid symbolsforming a pay line with one or more base layer symbols may provide afree game and/or some other prize. One or more “Z” overlaid symbolswhich are substitutes for one or more base layer symbols may provide afree game and/or some other prize. Substitute symbols “stand in” forother symbols according to predefined game rules. For example, a “wildcard” symbol may be substituted for any “cherry” symbol. A “Z” overlaidsymbol above a special (e.g., animated) base layer symbol may provide afree game and/or some other prize.

Still further, extended progressive win evaluation methods are possiblewithin the scope and spirit of the present invention. For example, a “Z”overlaid symbol matching a base layer symbol may indicate a progressivewin. A “Z” overlaid symbol may indicate a chance at a progressive win,while the base layer provides the win/loss. The base layer may provide aprogressive win, and the “Z” layer may indicate a win multiplier or aprogressive game level.

When a plurality of “Z” levels are presented, additional win evaluationmethods are possible within the scope and spirit of the presentinvention. For example, a three of a kind win 1606 completely in the “Z”dimension is possible (see FIG. 27). Of course, any number of n-kindwins (e.g., four of a kind, five of a kind, etc.) may be extended in the“Z” dimension. In one embodiment, symbols from different layers may bethreaded together to form pay lines.

Returning to FIG. 30, once the win evaluation is performed, thecontroller 100 graphically presents the win/loss to the player (block1952). Depending on the game mode, the graphical display may take on avariety of forms. For example, credits won on each layer and totalcredits may be displayed separately. Of course, a person of ordinaryskill in the art will readily appreciate that many different ways ofdisplaying the win/loss to the player may be used without departing fromthe scope or spirit of the present invention. Subsequently, the routine500 exits.

1. A gaming apparatus, comprising: a display unit that is capable ofgenerating video images; a user input device; a value input device; anda controller operatively coupled to the display unit, the user inputdevice, and the value input device, the controller comprising aprocessor and a memory operatively coupled to the processor, thecontroller being programmed to determine that a wager has been receivedfrom a player via the value input device; the controller beingprogrammed to cause the display unit to generate an image of amultilayer game, the multilayer game comprising a plurality of layers,each layer having at least one plane with at least one symbol positionin which at least one symbol is disposed, at least two layers of theplurality of layers being displayed such that the planes of the at leasttwo layers are not coplanar, and at least one layer of the at least twolayers having a plurality of symbol positions in which a plurality ofsymbols are disposed; the controller being programmed to determine agame outcome associated with the plurality of symbols disposed in theplurality of symbols positions of the at least one layer; the controllerbeing programmed to provide a payout according to the game outcome; thecontroller being programmed to determine a multilayer game outcomeassociated with the at least one symbol in each of the at least onesymbol positions of the at least two layers; and the controller beingprogrammed to provide a payout being according to the multilayer gameoutcome.
 2. The apparatus according to claim 1, wherein: the controlleris programmed to determine if a trigger is received; and the controlleris programmed to determine a multilayer game outcome associated with atleast one symbol in each of the at least one symbol positions of the atleast two layers if the trigger is received.
 3. The apparatus accordingto claim 2, wherein the trigger is received from the player.
 4. Theapparatus according to claim 2, wherein the trigger is based on a gameevent or a condition of the gaming apparatus.
 5. The apparatus accordingto claim 2, wherein the trigger is received from an entity other thanthe player.
 6. The apparatus according to claim 1, wherein thecontroller is programmed to determine a multilayer game outcomeassociated with a payline that includes the at least one symbolpositions of the at least two layers.
 7. The apparatus according toclaim 1, wherein: a first layer and a second layer have a plurality ofsymbol positions in which a plurality of symbols are disposed; and thecontroller is programmed to determine a multilayer game outcomeassociated with a payline that includes at least two symbol positionsfrom the first layer and at least two symbol positions from the secondlayer.
 8. The apparatus according to claim 1, wherein the controller isprogrammed to cause the display unit to generate an image of amultilayer game, the multilayer game comprising a first and a secondlayer, only the first layer being displayed at a first time and thefirst and second layers being displayed at a second time.
 9. Theapparatus according to claim 1, wherein the controller is programmed tocause the display unit to generate an image illustrating an interactionbetween the plurality of symbol positions of the at least one layer andat least one symbol disposed in the at least one symbol position of atleast another layer.
 10. The apparatus according to claim 9, wherein:the controller is programmed to define a set of symbol positionsaccording to the interaction between the plurality of symbol positionsof the at least one layer and the at least one symbol disposed in the atleast one symbol position of the at least another layer; and thecontroller is programmed to determine the multilayer game outcomeassociated with symbols disposed in the set of symbol positions.
 11. Theapparatus according to claim 1, wherein: the controller is programmed todetermine that another wager has been received from a player via thevalue input device; the controller is programmed to determine themultilayer game outcome associated with at least one symbol in each ofthe at least one symbol positions of the at least two layers if theanother wager is received.
 12. The apparatus according to claim 1,wherein: the controller is programmed to determine that at least asecond wager has been received from a player via the value input device;at least another layer of the at least two layers comprising at leasttwo symbol positions if the at least a second wager has been received;and the controller is programmed to determine the multilayer gameoutcome associated with the plurality of symbols of the at least onelayer and at least two symbols disposed in the at least two symbolpositions of the another layer.
 13. The apparatus according to claim 12,wherein at least one of the at least two symbols may be substituted forat least one of the plurality of symbols.
 14. The apparatus according toclaim 13, wherein: the plurality of symbol positions of the at least onelayer are displayed in a plurality of rows and columns, each columnrepresenting a reel and each row representing a set of reel positions,each reel position in the set of reel positions from a different reel;the at least two symbol positions comprise at least one of a row or acolumn of symbols positions; the controller is programmed to substitutesymbols disposed in the at least one of a row or a column of symbolpositions for symbols disposed in one of the rows and columns to definea modified plurality of symbols; and the controller is programmed todetermine the multilayer game outcome associated with the modifiedplurality of symbols.
 15. The apparatus according to claim 12, wherein:the controller is programmed to determine that a third wager has beenreceived from a player via the value input device; at least anotherlayer of the at least two layers comprising more than two symbolpositions if the third wager has been received; and the controller isprogrammed to determine the multilayer game outcome associated with theplurality of symbol disposed in the plurality of symbol positions andsymbols disposed in the more than two symbol positions.
 16. Theapparatus according to claim 1, wherein: each layer has a game structureassociated therewith; and each structure comprises actions or events forthe layer with which it is associated.
 17. The apparatus according toclaim 16, further comprising a collection of statistically rules, thestatistical rules relating the actions or events of the structures forthe plurality of layers.
 18. The apparatus according to claim 17,wherein the controller is programmed to process the structures and thecollection of statistical rules to provide a game structure for themultilayer game.
 19. A gaming method comprising: receiving a wager froma player; displaying an image of a multilayer game, the multilayer gamecomprising a plurality of layers, each layer having at least one planewith at least one symbol position in which at least one symbol isdisposed, at least two layers of the plurality of layers being displayedsuch that the planes of the at least two layers are not coplanar, and atleast one layer of the at least two layers having a plurality of symbolpositions in which a plurality of symbols are disposed; determining agame outcome associated with the plurality of symbols disposed in theplurality of symbols positions of the at least one layer; providing apayout according to the game outcome; determining a multilayer gameoutcome associated with at least one symbol in each of the at least onesymbol positions of the at least two layers; and providing a payoutbeing according to the multilayer game outcome.
 20. The method accordingto claim 19, comprising: determining if a trigger has been received; anddetermining a multiplayer game outcome associated with at least onesymbol in the at least one symbol position of the at least two layers ifthe trigger is received.
 21. The method according to claim 20, whereinthe trigger is received from the player.
 22. The method according toclaim 20, wherein the trigger is based on a game event or a condition ofa gaming apparatus.
 23. The method according to claim 20, wherein thetrigger is received from an entity other than the player.
 24. The methodaccording to claim 19, comprising determining a multilayer game outcomeassociated with a payline that includes the at least one symbolpositions of the at least two layers.
 25. The method according to claim19, wherein a first layer and a second layer have a plurality of symbolpositions in which a plurality of symbols are disposed, and comprising:determining a multilayer game outcome associated with a payline thatincludes at least two symbol positions from the first layer and at leasttwo symbol positions from the second layer.
 26. The method according toclaim 19, comprising displaying an image of a multilayer game, themultilayer game comprising a first and a second layer, only the firstlayer being displayed at a first time and the first and second layersbeing displayed at a second time.
 27. The method according to claim 19,comprising displaying an image illustrating an interaction between theplurality of symbol positions of the at least one layer and the at leastone symbol disposed in the at least one symbol position of at leastanother layer.
 28. The method according to claim 27, comprising:defining a set of symbol positions according to the interaction betweenthe plurality of symbol positions of the at least one layer and the atleast one symbol disposed in the at least one symbol position of atleast another layer; and determining the multilayer game outcomeassociated with symbols disposed in the set of symbol positions.
 29. Themethod according to claim 19, comprising: determining that another wagerhas been received from a player via the value input device; determiningthe multilayer game outcome associated with at least one symbol in eachof the at least one symbol positions of the at least two layers if theanother wager is received.
 30. The method according to claim 19,comprising: determining that at least a second wager has been receivedfrom a player via the value input device; at least another layer of theat least two layers comprising at least two symbol if the at least asecond wager has been received; and determining the multilayer gameoutcome associated with the plurality of symbol of the at least onelayer and the at least two symbols disposed in the at least two symbolpositions of the another layer.
 31. The method according to claim 30,comprising substituting at least one of the at least two symbols for atleast one of the plurality of symbols.
 32. The method according to claim31, wherein the plurality of symbol positions of the at least one layerare displayed as a plurality of rows and columns, each columnrepresenting a reel and each row representing a set of reel positions,each reel position from a different reel, and the at least two symbolpositions comprise at least one of a row or a column of symbolpositions, the method comprising: substituting symbols disposed in theat least one of a row or a column of symbol positions for symbolsdisposed in one of the rows and columns to define a modified pluralityof symbols; and determining the multilayer game outcome associated withthe modified plurality of symbol.
 33. The method according to claim 30,comprising: determining that a third wager has been received from aplayer via the value input device, at least another layer of the atleast two layers comprising more than two symbol if the third wager hasbeen received; and determining the multilayer game outcome associatedwith the plurality of symbol of the at least one layer and the more thantwo symbol of the another layer.
 34. The method according to claim 19,comprising associating a game structure with each layer, each structurecomprises actions or events for the layer with which it is associated.35. The method according to claim 34, relating the actions or events ofthe structures for the plurality of layers through a collection ofstatistical rules.
 36. The method according to claim 35, comprisingprocessing the structures and the collection of statistical rules toprovide a game structure for the multilayer game.